除了我們發表的所有文章外,以及在正確轉向春季頭銜之前,還享受了有關其他作品的漫長彙編和有關其他作品的簡短彙編,這些作品在2025年初給我們留下了深刻的印象。當然,有一些關於大命中的註釋,但也有一些特定的時刻,但是特定的時刻,這些表演的較小作品,較小的作品,儘管如此,您還是不值得您的關注和
在某種程度上,它的團隊得出的答案是在某種程度上拍攝它。 ,而不是嘗試直接的適應,而是將角色傳遞到一個更傳統,更長的角色成長故事中,以適合其一小時的運行時間。只要被認為特別重要,就會重新構想類似的情況,例如一開始就引入了繭的想法。故事板聽到下雪天氣氛與被繭籠罩的比較,使角色與反映出這個想法的雲重疊。與他們所描述的天氣相反,但在這個故事中,中央圖案的外觀令人驚嘆。 一個方面脫穎而出的一個方面是傳達 hayao宮崎駿的能量的不可思議的能力。我們生活在一個痴迷於尋找他的繼任者的世界中,那裡的吉卜力經驗的藝術家為各種項目做出了貢獻-包括在工作室直接分離的那些項目,例如Ponoc。繭可以吹噓類似的血統。藝術總監(Bijutsu Kantoku)藝術總監董事:該系列背景藝術的負責人。他們繪製了許多由該系列總監批准的藝術板,可作為整個系列背景的參考。藝術部門內的協調是必須的-設置和顏色設計師必須共同努力製作一個連貫的世界。和Color Designercolor設計師(色彩設定/色彩設計,Shikisai Settei/Shikisai Sekkei):建立該節目的整體調色板的人。情節有自己的顏色協調員(色指定,iRoshitei),負責監督和向畫家提供特定郊遊所需的模型表,如果它們尚未由顏色設計師定義,他們甚至可能會使自己變得自己。 ( yoichi watanabe 和 nobuko mizuta 分別為吉卜力的電影,諸如 shinji otsuka 和 akihiko yamashita yamashita yamashita 對於那些不知道的人,該公司是由著名的吉卜力道格(Ghibli Douga)老將 hitomi tateno 創立的。在工作室任職漫長的任期之後,她留下了製作壓力,而偏愛自己喜歡的東西,就像創作動畫一樣:指導其他藝術家。她首先在咖啡館固有的悠閒環境中做到了這一點,而當大流行襲擊時,她可悲地關閉了,但她能夠在建立動畫製作部門的情況下跟進它。有了它,她可以為參加Sasayuri培訓課程的學生提供現實世界的經驗,因為她的資歷,該課程獲得了相當多的臭名昭著。有希望的年輕人加入了他們的加入,立即在苛刻的環境中脫穎而出, 及其自己項目的範圍穩步增長。在2019年,他們被恰當任命來處理 natsuzora 的動畫-一個故事,靈感來自另一個歷史上重要的動畫中的女性Reiko Okuyama。在過去的幾年中,他們已經提高了一個檔次,並決定製作第一部電影:繭。 即使與吉卜力的這種關係以及獲得非凡的才華,無論是資深人士還是新鮮的才華,他們都非常出色地捕捉了宮崎的肢體語言和節奏。上述候選人從未有過(並不是他們有義務肯定會嘗試過)以模仿Animation和Modiation n onimation Inagiatiation 風味。隨著相機越來越靠近人們的臉,它固定在情緒的波動上。憑藉對部分的固執,它與啟發它的電影分享了它,這使台詞不斷地活著。序列的時機就像個體自身剪裁一樣可識別,傾向於讓您屏住呼吸,然後像剛剛爆炸的大壩一樣釋放人群。諸如第一次空襲的準備工作之類的場景和混亂的後刻完美地體現了這些趨勢。 這種對比是其最令人印象深刻的場景的核心,這導致大多數學生被殺害。與漫畫對大屠殺的不知所措的描繪不同,動漫通過這些孩子必須堅持現實而遭受殘酷的幻想來過濾他們。我們並沒有將血液濺到整個過程中,而是開始將死亡視為飄動的花瓣,這是繭中的理想化。但是,這並不像動漫是故事的更繁星無失的版本那樣簡單。它的觀點還強調了繭的變革性方面,使主人公有一個弧度,即在不受限制的美德中生存更加堅果而不是生存。當涉及到她的迷戀時,這種對變革的重視特別有趣。在兩個故事的兩個版本中,一個男孩是一個富裕的家庭,試圖通過性別惡作劇躲避被士兵選拔,這可以在適應新生的改編中進行進一步的解釋。如果您相信自己可以忍受這些主題,我建議您檢查兩個版本的故事,以體驗明顯不同的風味。 儘管對這個項目產生了積極的感覺,但我們無法完成這一作品,而不能夠解決其本質作為培訓計劃,而可悲的是,這次不是從積極的角度來看。我需要通過說,我個人不僅聽到了有關這個項目的證詞,而且還聽到了其他促成積極經歷的薩薩耶里的證詞。特別是,關於塔托諾(Tateno)本人要適應人們的個人情況。我毫不懷疑那些人,因為他們來自值得信賴的人,他們沒有理由歪曲自己在那種環境中的經驗。但是,越來越明顯的是,他們的一種不一定是一種普遍的感覺。 ,值得注意的是,激發了所有內容的軼事,這些軼事激發了一切,這些軼事表明他們是將道格培訓計劃外包給Sasayuri的工作室的一部分;他們與機智和骨頭等公司建立的交易,這立即被Netflix這樣的公司的干預而陷入混亂,但他們贊助了它,但添加了可疑的排他性條款。與Sasayuri的經驗差距完全不僅歸結為導師所判斷的技術技能,而且還因為它是公司自己的項目之一還是這些工作機會的機會。 ,無論如何,結論是相同的:即使是大部分時間,它也永遠不夠經常以正確的方式行事。即使您的目標是崇高的,也不值得使年輕的前景創傷,以至於他們不想再繪畫。吉卜力本身總是鑄造,因為一家在整個行業的實踐中站著頭和肩膀的公司,一個黑暗的陰影覆蓋了那些因高標準而壓制的藝術家。而且,如果以某種方式對待退伍軍人已經過分了,那麼對剛學校的學生來說,這是更不可接受的。 Cocoon是一部精美的電影,可保留瀕臨滅絕的技術,用它們描繪必須將自己藏在靈魂的現實中以生存並生存的年輕人。不過,作為觀眾,我們不僅應該面對它的美麗,而且應該面對周圍的不舒服現實。 很難向年輕的觀眾傳達給年輕的觀眾,為此,JC工作人員最多是一位cruth廠的工廠線路,一年級的雜亂無章的是,它曾經是一年級的工作,這是一定的。讓他們了解到這並不涉及從那個時代驅逐出色的人才,這更加複雜。許多人開始與 kunihiko ikuhara 之類的人一起發揮作用,保留在錄音室中,也賦予了重要角色。不幸的是,生產體系使整個公司扭曲了整個公司,以及這些高責任的角色。 Shinya Hasegawa 與他一樣多,但是當他的工作主要是為了確保經常匆忙的作品中的圖紙足夠好時,像他所聞名的那些活潑的表演一樣,他的流行程度就降低了。一些退伍軍人並不能很好地適應行業的轉折,而另一些退伍軍人則只是決定在動漫中閃耀的話,不再以您必須的方式過度。但是,總的來說,JC員工看似膽小的退伍軍人的問題顯然是系統性的。 那個時候的火花在Nishikiori的現代產量中非常缺少。同樣,這似乎主要歸結為行業和他的家庭工作室,以不同的速度創造了另一種類型的作品。隨意用另一個更負面的詞代替這種形容詞。即使在這種不利的情況下,您仍然可以時不時地瞥見這種有效的魅力。就在去年,他被委託跟隨丹達丹最宏偉的一集,他用一個有趣的故事板故事板(絵コンテ,ekonte)來完成,動畫的藍圖。一系列通常簡單的圖紙用作動漫的視覺腳本,並在特殊的紙上繪製,其中包括動畫剪切編號的字段,工作人員的筆記和對話的匹配行。您不會停止質疑較低的生產價值。還值得指出的是,他從來沒有成為糟糕的導演。如今,Nishikiori的頭銜的上限肯定較低,但是只要沒有被告知要在Quicksand上建造房屋,地板就保持堅固。從某種意義上說,這總結了系統的JC員工惡化:必須為其可靠性而不是其光彩部署非常熟練的退伍軍人。 為什麼現在提出這一點?好吧,2025年是從Nishikiori領導的蜂蜜檸檬汽水開始的,這是……再次很好。雖然我不會要求人們竭盡全力觀看動漫,但如果他們還不感興趣,但這是一個關於愛情和聯繫的媒介的可愛系列。由於寬敞的攝影作品,他自己的情節有些脫穎而出。儘管它經常需要像這樣的謙虛作品的棘手繪畫類型,但它也使該系列可以在身體和情感距離之間繪製透明的橋樑。即使沒有系列董事主任:(監督,坎托克):負責整個製作的人,無論是作為創意決策者還是最終主管。他們超越了其餘的員工,並最終擁有最後一句話。但是,確實存在與不同級別的導演的系列-首席總監,助理主任,系列劇集總監,各種非標準角色。在這些情況下,層次結構是一個情況下的情況。這些基本原理可以像他一樣為圍欄搖擺,可以維持否則在接縫處可能會崩潰的項目類型。 代替系列董事主任:(監督,坎托克):負責整個製作人的人,無論是創意決策者還是最終的主管。他們超越了其餘的員工,並最終擁有最後一句話。但是,確實存在與不同級別的導演的系列-首席總監,助理主任,系列劇集總監,各種非標準角色。在這些情況下,層次結構是一個情況下的情況。 #05顯示了與 Yoshiki Yamakawa 的另一位JC員工一起登上同一圈子的JC員工的表現。它的抽象程度更高,使日常生活更令人回味,甚至激發了更有趣的動畫。但是,如果有人將自己的情節提升到應該得到廣泛推薦的水平(尤其是對90年代動漫品嚐的人),那毫無疑問是 kiyotaka ohata 。最好的是,他曾是Nishikiori最偉大的盟友-他們的工作數量和質量都是。來自Azumanga的最偉大情節和其他亮點,例如它的標誌性開放向那些更具特質性的個人項目(如Tenshi ni Ni ni ni ni nararumon) Ohata一直在那裡,他總是送達。 有一種簡單的方式來說明他當前的狀況:在過去的十年中,他只能控制著情節的情節,而故事板和導演6次。不過,該聲明的好處是,其中兩個精確地屬於蜂蜜檸檬汽水。他在第06集中的第一個場景是我們總結的所有素質的陳述。有令人回味的故事板,從狹窄的窗戶過渡,將主角捕獲到飛機上飛機的飛機。前者是迄今為止她膽怯的生活的代表,後者是她渴望到達新目的地的願望,因為她的愛使她重新振奮。純色輪廓直接來自他的介紹,節奏的重複(跳躍切割,不斷重疊的面板)在某種程度上更代表了Ohata的風格。 儘管他的行為不斷,Ohata的方法也很大氣。他的打擊樂可以放慢腳步,足以建立悠閒而又活潑的節奏,在那裡擺姿勢和聲音同步以增加音樂性。這些圖案(例如與個人成長有關的流量標誌)和反復出現的layoutslayouts(レイアウト):動畫實際上誕生的圖紙;他們將通常簡單的視覺想法從故事板擴展到動畫的實際骨架中,詳細介紹了關鍵動畫師和背景藝術家的作品。在宏觀水平上給它一個類似的押韻結構,這強調了她的朋友群體以自然的方式擴展。每當他能擺脫它時,喜劇動畫都會在幾十年後拖動您。有趣的多樣性,不同程度的技巧之間的舞蹈以及他本人引入的圖案的出色重新點。在一個情節之後,主人公第一次在光線下曬黑了,當她被擊倒的那一刻將她帶到了較暗的地方,只有她的愛情興趣才能照亮。在萬物中,代表她的決心的飛機覆蓋了太陽,然後飛走了……以完美的時機使她看起來像令人眼花and亂的時機。 ohata在第11集中的下一次露面始於同樣可識別的節奏和漫畫規則。這次他找到了將後者進一步的,因為他找到了將排版和VFX插入的方法,並與全方位的人為驕傲的人為。從有史以來最偉大的動畫師之一開始,有幾個新的皺紋使它變得更加特別,這是多次嘉賓出場的事實。 Takeshi Honda 在開幕式上展示了他的臉(在電視動漫中幾乎看不到電視動漫),這使世界感到驚訝,但即使到那時,也沒有人會期待戲劇動畫中最著名的人物之一,可以在節目中下降。單純的練習鏡頭中,僅織物的自然顫動就足以說明他是一個完全不同的品種。 這一集產生更大影響的第二個原因是,這可能是您幾乎整個Cours所看到的關係中最令人滿意的發展。 Honey Lemon Soda一直朝著其兩個線索之間更加均勻和相互鍵的方向打手勢,但是直到第11集直到第11集中(通過Ohata令人發瘋的糖高),您看到這種以稍微超現實,非常可愛的方式實現。這在本田無與倫比的形式和奧哈塔的美味方向之間的另一場會議上達到了頂峰。而且,兩個高中生之間的會議可以依靠他們倆。儘管上下文使這樣的時刻變得更好,但Ohata在演出中的作品足夠好,我懇求任何人都可以收看至少這兩集。 If you were into any of the works we mentioned earlier, or 90s to early 00s anime at all, it’ll be like meeting a dear old friend. From the opposite angle to rediscovering excellent veteran creators, there’s the equally rewarding feeling of finding out why an up-and-coming artist had been贏得積極的聲譽。好像我從未見過 tokio igarashi 之前的作品-最值得注意的是,他參加了 vinland Saga 的第二季,我發現這比其前代更強大。儘管以前越過道路,但它從來沒有足夠有意義的意義,以至於他的意見在我的腦海中註冊了。值得注意的是,儘管自2022年左右以來就清理了他人,但他直到最近才開始畫自己的故事板。 2025年來,我終於有機會體驗到那種感覺確實是igarashi情節。他對 Zenshuu 的貢獻在演出的後端到來,但後來絕對並不意味著這種情況下的意義不那麼少。他執導和故事板的第07集,介紹了該系列以前缺乏的關鍵領域。最重要的是,它以一種令人信服的方式做到這一點,以至於您並沒有感覺到他們在開放的傷口上放了倉促的創可貼。用更具體的術語來說:伊加拉西的送達設法使Zenshuu的主人公Natsuko Hirose人性化,描繪了她的生活與那些被它所感動的人之間的一系列小插圖。 zenshuu的核心員工也有一些創作者,我們還為您在過去的十五次談論一些創造者。有系列董事主任:(監督,坎托克):負責整個製作的人,無論是作為創意決策者還是最終主管。他們超越了其餘的員工,並最終擁有最後一句話。但是,確實存在與不同級別的導演的系列-首席總監,助理主任,系列劇集總監,各種非標準角色。在這些情況下,層次結構是一個情況下的情況。 Mitsue Yamazaki 和她的反復出現的助手 Sumie Noro ,作家 kimiko ueno ,當然,每個人都喜歡的設計師 kayoko ishikawa 。如果您認為我們不會藉此機會再次分享她的標誌性 Aikatsu 再次結尾,那麼您是非常錯誤的。另一種選擇是哭泣與朋友sayo yamamoto 相反。 當然,故事並不是故事有責任以普遍討人喜歡的潛在客戶。我們也沒有在沒有根本令人信服的衝突的情況下處理主角案件;她在第一集中留下的創造力和期望是一個可靠的起點……但是,她確實將它們留在後面,節目偶爾能夠強調她當前的Isekai生活如何闡明答案。如果沒有她和新演員之間的太多化學反應,您也被一個主角所困擾,這既不是所有令人愉悅的人都可以與他人遠離的人閒逛。也就是說,直到第07集到來之前,她的核心確實有一個具有超凡魅力的創造者個性,一個解釋了為什麼人們聚集在她周圍創作動畫(以及現在,現在,為了拯救世界)比她的技術技能和名聲更好。 每種場景都表現出她的個性略有不同的一面,因為她變得越來越多,因為她成長為她的夢想,使其成為一個動畫狂的人。當然,她仍然以一種使她目前的自我仍然可以識別的方式保持自我吸收,但是我們明白了為什麼Natsuko也是一個如此磁性的人。同樣,這不是因為她擅長繪畫-該節目已經試圖傳達這一點-而是通過她真正的,專注的激情來傳達這一點。其短篇小說的初戀構圖增加了其中大多數喜劇的固有喜劇,但不要與過多的諷刺混淆。如果有的話,這一集以伊加拉西(Igarashi)的方向毫不掩飾地擁抱她與生活中的那些人分享的浪漫主義觀點。第二個特別是脫穎而出,有效地運行,就像誠實,簡單的浪漫短片類型一樣,它引起了所有人的共鳴。關於故事板的話有什麼可說的,這被證明具有富有想像力的及其所需的技術的框架和雄心勃勃,但在情感上的吸引力中如此坦率。 另一個方面脫穎而出的另一個方面是動畫的更高程度,這不是您自然而然地從諸如Mappa之類的製作系統中獲得的質量。他們具有吸引能夠輸出浮華工作並成長為使他們能夠在任何情況下完成工作(並非Zenshuu本身受到這種脅迫)的大小的人才的非凡能力,但是當所有常規的動畫方向行動方向(作畫監督,Sakuga Kantoku)時,無法將波蘭語視為理所當然的理由:sakuga kantoku):sakuga kantoku):sakuga kantoku):藝術家對質量和一致性的質量和一致性自身的質量和一致性。如果他們認為合適,他們可能會糾正偏離設計的切割,但是他們的工作主要是為了確保運動達到標準桿,而看起來不太粗糙。存在許多專門的動畫方向角色-機甲,效果,生物,都集中在一個特定的重複元素上。撒在狡猾的海洋支持公司中。毫無疑問,主要主管及其助手- masahiko komino 和 shuji takahara 在常規的 kazuko hayakawa 之上,伊西卡瓦(Ishikawa)和伊西卡瓦(Ishikawa)和伊西卡瓦(Ishikawa Hellself)肯定會對一集對一集來說是很重要的。此外,這種微妙的質量有時甚至可以降低到中間的範圍。由團隊最值得信賴的人之一監督,並以一種使我懷疑他們是否在精緻的景點中選擇了更可靠的紙道格的信用。 igarashi隨後會以故事板的板(絵コンテ,ekonte)返回:動畫的藍圖。一系列通常簡單的圖紙用作動漫的視覺腳本,並在特殊的紙上繪製,其中包括動畫剪切編號的字段,工作人員的筆記和對話的匹配行。對於第09集,這次是在Sumie Noro的指導下。上半場感覺像是#07的結尾。還有一個人與Natsuko越過道路的小插圖,目睹了隱藏在許多頭髮和脾氣後的人類,這足以在他們的生活中留下心形的痕跡。但是,最終,它並不像伊加拉西(Igarashi)的先前產品那樣的特殊場合-它並非首先是為了他的故事板工作,對他來說是一份故事板的工作和更基本的故事節奏。節目可以像以前那樣放置這樣的負載插曲,這是大膽的,我不確定這是最好的決定。不過,我所知道的是,這本身就是一種表達愛情是強制性創作過程的信息的一種可愛的方式。我很高興我能看到一位我現在知道要盯著我的眼睛的劇集。 我不會驚訝任何人都不驚訝任何人,因為大多數人都限制了他們對動漫和動畫的看法,而不是對商業工作。儘管在線分享視頻的便利性使其他人更有可能偶然發現音樂視頻,學生畢業項目和各種短片,但這些只是非商業和獨立動畫的豐富頻譜的一小部分。在國際電影節上篩選了許多令人驚嘆的,深深的共鳴作品,但從未在每個人都可以使用的平台中分享。不了解為什麼觀眾在不接受這一事實的情況下如此強烈地傾向於商業作品。 因為它使某些人甚至考慮這個想法而感到不舒服,所以進入障礙也有一些好處。簡而言之,我們傾向於與那些在文化中如此大量促進和根深蒂固的作品更積極地尋求的藝術,而我們幾乎被動地消費它們。那是創造成為可怕詞,內容的時刻。但是,從哲學的角度來看,雖然我可以理解這種觀點,但是,我不能贊成喜歡分享有趣作品的人,並且作為一個喜歡觀看它們的人。 Koji Yamamura是獨立動畫歷史上最重要的人物之一,但我還沒有找到機會觀看他的散文和動畫融合了 極其短> 的名字。由於日程安排衝突,在最近的電影節中,我設法與 第一行 ;從技術上講,這是一項Toho倡議的一部分,但遵循替代動畫巡迴賽的一部分,該網站的這部短片中國的短片研究了創建動畫本身的行為。 Yoriko Mizushiri的普通生活也是如此,這是Berlinale 2025上的銀熊獎的冠軍。即使您關注其商業表面以下的動畫,也不總是很容易捕捉到最著名的替代產品。 src=“ https://www.youtube.com/embed/vohpczh-qcw?version=3&rel=1&showsearch=0&showinfo=1&iv_policy_policy=1&fs=1&f=en-us us us&authide=en-us us us us us us us usparehide=2&wmode=mode=modetransedtransedtransedtransedtrame> 請注意,這並不是一個令人沮喪的故事,講述觀看獨立動畫所需的令人難以置信的努力,而是相反。不可否認的是,斑點分佈可以使這些標題更麻煩。由於其不規則釋放模式,他們也被剝奪了商業動漫授予的公眾相關性窗口。然而,他們的本性也使他們更容易被發現的發現。 For all we’ve highlighted their limited availability, they will often get shared in quieter corners that are often just one search away. This can be illustrated by returning to the previous anecdote: another short film I thought I had missed at a local festival was Nana Kawabata’s The Point of Permanence. Its trailer had caught my attention, and a bit of research indicated that I wasn’t alone; she’s been able to share morphing landscapes that feel like a deity peeking into humanity not just through plain animation, but in exhibits, installations, and books as well. While lamenting that I’d missed a chance to watch her work, I looked it up one more time and noticed two things: one, that she’d been nominated for the Asia Digital Award FUKUOKA, and two, that the site to showcase the winners features the actual works. Stumbling upon a channel that gets just about a dozen views while sharing gems that have limited availability is the type of rewarding experience you can get out of alternative animation, if you put just a bit of interest into it. Don’t be scared to give it a try! Was Kawabata’s work worth the excitement, though?答案很清楚。 The Point of Permanence challenges itself to simultaneously tell the story of the cells that compose a living being, of one individual, and of humanity as a whole. The lines between them are blurred; or rather, weren’t they hazy in the first place? At all levels, we organize ourselves in a similarly orderly fashion, requiring coordinated repetitive action for our collective growth. It’s no surprise, then, that the smallest units inside our bodies seem to have human silhouettes of their own—stylized into universally recognizable stickman figures. They pulsate endlessly, as they navigate systems that are reminiscent of both tiny snapshots of biology and history at large. The awe of life is delivered by instinctively satisfying visuals as clearly as its preoccupations about it become sound, growing more uncomfortable as everything expands and overlaps. This short film’s triumphs are many and not particularly subtle. Above all else, Kawabata’s work impresses in the way it can stretch the exact same concept for slightly over 10 minutes. The enchanting morphing animation that had already caught my eye in trailers is what kept me glued to the screen for its entire runtime, constantly finding ways to iterate on that seemingly endless cycle. In that progression, you notice its ability to evoke scale and expansion; despite having no objective point of reference, and with drawings that already begin with a high degree of density, it still feels like it takes us from the microscopic to the infinite. In the end, Kawabata doesn’t seem to interpret this eternal growth that we’ve historically sought (a biological tendency, given the parallels she draws?) as liberating, however. After so much advancement, development, and increases in complexity, the cell of humanity that felt so massive slowly fades into the distance. From this still point of view, it’s actually becoming smaller, trapped into an increasingly tiny dot that it can’t escape from—the point of permanence. Just by checking out a few more offerings from those recent awards, one can find a few more interesting works; amusingly, that includes one with very similar traits to The Point of Permanence. HuaXu Yang’s Skinny World too draws parallels between the human body and society, specifically to cities, as two meticulously arranged systems of functions. Despite the complex imagery that gives form to those ideas, he’s able to evoke by subtraction and implication as well. This process results in a surprisingly aKarenble, surreal landscape that might leave you wondering if our society is merely replicating animalistic, fleshy behaviors. And if you’re not into this type of arthouse efforts that speak to the senses above all else, you can swing the other way around to Li Shuqin’s To the Moon and Back: an uncomplicated, honest story about processing grief at a point where you don’t quite know that feeling; only its pain, fresh and new. It’s no surprise that many stories about loss are framed from the eyes of a child. It’s not simply due to those experiences being the ones that stick with us in the long run, but also because the lack of preconceptions about death allow us to explore it without the baggage that we inevitably accumulate later in life. It’s a vision of loss that doesn’t get diluted in thoughts about repercussions that we may not understand. And yet, it’s also materially tied to elements of that small world that surrounds us when we’re young, like a tadpole that we may have raised. What stood out the most about this short film was the creative choice to retain visible remnants of the previous frame when moving to the next one—an attempt to capture a feeling akin to paint-on-glass animation, which is also reminiscent of the marks left by the lives that have left us. Although not strictly autobiographical, it’s a very personal short film in a way that gets across clearly to the viewer. If we started this corner by acknowledging the barriers of entry to independent animation on a material level, I want to let To the Moon and Back serve as an example that the idea that they’re inaccessible as art is silly. Inscrutable arthouse pieces do exist, and they can be an excellent way to free yourself from dogmatic beliefs about what storytelling should be like; and whether it’s even necessary to tell a story for art to be poignant, for that matter. But at the same time, many of these independent short films are simple, personal tales that resonate through honesty, that become memorable by choosing uniquely fitting styles and techniques that commercial animation would be afraid of. So leave those fears behind yourself and follow artists, keep an eye on festivals and specialized sites, or I don’t know, follow vtubers with a good eye for indie folks. That helps too. Kusuriya no Hitorigoto/The Apothecary Diaries is fundamentally great in ways that should surprise no one now that we’re halfway through its second season. The source material lures you in with a charming cast, whose antics and episodic mysteries are later used to assemble overarching puzzles. Although the scriptwriting ought to be a bit more confident in spots—the dialogue sometimes goes out of its way to reiterate clues—the actual plotting is bold and always very satisfying in retrospect. Our coverage of the first season highlighted those qualities, as well as the understated system of success they built for all directors to shine. Although that remains true, reckless scheduling has caught up to it; a less extreme case than the issues My Happy Marriage has gone through, though similar in nature. Their attempts to smooth over the troublesome schedule by dragging in a capable studio like C-Station to produce one in three episodes past a certain point led to notable results at first, yet gradually less consistent as they too got stuck in a cycle of crunch. Please give them props though, they’ve done more for the series than the credits convey! Great show, solid team, somewhat held back by inexcusable planning. As many other people, Hunter x Hunter 2011 was the TV series that helped me discover Yoshihiro Kanno’s animation. Ever since then, I’ve been following his career on and off, even in the types of shows that you wouldn’t expect from his reputation. For as much as I encourage everyone to broaden their understanding of artists, though, there’s no denying that Kanno shines best in action anime. His timing is forceful, but especially when he’s storyboarding as well, his setpieces have palpable flow. He has a tendency to overwhelm the screen through 2DFX and debris overload akin to the work Nozomu Abe, despite their stylizations being nothing alike. For starters, rather than aiming for Abe’s more picturesque sense of awe, Kanno uses those effects to indicate aspects like directionality; both in an objective way (where do the blows come from?) and subjective ones (how can we use elements like the direction of the rain to indicate a power imbalance?). This is all to say that I’m glad Solo Leveling fans seem to have realized how lucky they are to have him as an action director, because he deserves all the flowers. Although I was reluctant to get around to the third season of Re:Zero when it originally began its broadcast for reasons that now go without saying, I finally binged it in time to watch the final episodes as they aired. The series is in no position to compete with the seamless, immersive quality of the first season’s production, and having replaced series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. Masaharu Watanabe also makes it struggle to reach the same heights of catharsis for its character beats—he operated on a different level of ambition. Although this results in a bit of a lesser season, I wouldn’t point at the new team (especially not with Haruka Sagawa as the new designer) so much as the arc itself being inherently less resonating; rather obviously so when its grand speech echoes one that carried more weight. It is, however, consistently entertaining to see every volcanic character in its world locked inside the same city after an exposition-heavy season. While Vincent Chansard’s transcendental draftsmanship understandably got the most applause, I’d point to Hamil’s constant appearances and the Archbishop of Lust’s morphing animation as the MVPs. The sequences where she unnaturally regenerates her body are not only technically impressive, but as unpleasant as she ought to be. While I didn’t get around to finishing the show, shout out to Shin Itagaki for his work on Okitsura. I’m not exactly surprised that his reputation among people who aren’t really in the know (or at least aware of his full resume) doesn’t match his ability, and a strangely crafted piece of Okinawa propaganda certainly won’t change that. All that said, I’m always happy to appreciate his work; the circumstances that surround him, though, not so much. His Teekyuu tenure proved that he could take the snappy timing that characterized his animation to the extreme, using posing alone to create an economical masterpiece. However, his eccentric artist blood has constantly pushed him in other directions. Even without citing the most controversial project he was tied to, shows like Kumo desu ga, Nani ka? showcased the type of volumetric ambition that a team like theirs simply couldn’t aspire to without crumbling… which is exactly what happened. Okitsura feels almost like an answer to that: occasionally built upon intricate character arc and bold framing, but willing to abbreviate the movement in classically Itagaki ways. In multiple ways, a romcom not quite like anything else. SK8 Extra Part was finally released a while back, living up to the promise of fun vignettes for the cast. Separated from the first season’s overarching narrative (though hinting at the direction that the sequel’s plot will likely take), those daily life moments range from worthy of a chuckle to very cute. While the ridiculous energy of the original show was its greatest asset, this OVA proves that some relationships have charming enough chemistry to still work in a more low-key situation. Here’s hoping that season 2 lives up to its predecessors, and that Hiroko Utsumi’s friends can show up like they did here. If you’ve been enjoying the combination of Gosho Aoyama‘s work with irreverent, Kanada-leaning animation in YAIBA, I’d strongly recommend watching episode #1155 of Detective Conan. Don’t let that large number scare you: it’s an original, ridiculous gag episode built entirely around the style of Hiroaki Takagi. Neither he nor the ex-Wanpack artists he surrounds himself with are newcomers to the series, but they rarely can go on a rampage with all limiters off in the way they did. The likes of Toshiyuki Sato appeared in the same way they’re doing for YAIBA; unsurprisingly, given that they both offer the possibility to have fun with pose-centric, loose animation. Convergent evolution within Aoyama series, I suppose. A good kind! Otona Precure—a series of spinoffs for the franchise both aimed and featuring adults—has been a mixed experiment. For its undeniable issues, ranging from certain Precure tropes feeling extraneous in this context to a subpar production, the 2023 series Kibou no Chikara was ambitious as well as angry in amusing ways. While I can’t say the same thing about Mirai Days, as it was a more straightforward sequel to Mahoutsukai Precure without much to state, it allowed Yuu Yoshiyama to go more ballistic than ever in the franchise. As the lead animator with a hand in every single highlight, be it from intervening in every step of the process to becoming a link with very interesting guest animators, Yoshiyama elevated Mirai Days’ experience way above what you’d expect from it on paper. What would happen if the Precure grew older? Kibou no Chikara’s answer was about time, the changes in our planet, and adult preoccupations. Yoshiyama delivers a more straightforward answer: they would punch damn hard, because magical girls are cool as hell sometimes. Since we published a lengthy piece about Kenji Nakamura’s entire career not long ago, I didn’t feel the need to talk about the Mononoke movies again; especially not given that they’re meant to be a trilogy which is yet to be completed. That said, the second film led by Nakamura and his right-hand man Kiyotaka Suzuki was recently released in theaters, so I simply want to issue the periodic reminder that you should check out the series. As unique as commercial anime gets, and by comparing each instance of it, a fascinating illustration of Nakamura’s constant evolution. This has been quite the multi-part marathon about animation we published today, so we’ll be wrapping up here. And remember, if a work that resonated with you strongly wasn’t mentioned here, that must be considered a personal attack that invalidates you and the personality you wrote around a piece of fiction. Or perhaps that’s not how it works and fandom spaces are poisonous, who can tell! For as many things we try to keep track of with a rather omnivorous diet, it’s impossible to watch everything—and it would simply be disingenuous to fake interest in works that haven’t piqued our curiosity. As always though, feel free to ask about anything else… unless it’s about a certain famous fighter who recently became a kid (again) or a group of dramatic girls who confused bands for therapists, since there are already drafts written for those. I didn’t go insane watching Ave Mujica just to bottle up those feelings, even if that would be very in-character for the series. I know I said I would leave the raving about Ave Mujica for another day, but can you believe that one of the outstanding music videos they released during its broadcast was produced by Saho Nanjo’s usual team? Featuring the likes of Setsuka Kawahara in charge of the watercolor and sand animation, Haruka Teramoto in charge of the CG and photogrammetry, Kana Shmizu for its photomontages of nightmarish longing hands. Just a few months ago, I pointed at them as one of my coolest creator discoveries in recent times, and here they are in the (so far) series I’ve enjoyed the most in 2025. Nanjo & co have the radical edge (and unconventional choices of technique) you’d associate with avant-garde animation, but also the ability to adapt and capture specific moots that makes them a viable option for commercial, narrative works. They sublimated the band’s gothic aesthetic and the fact that these girls are often more emotion than person into an incredible expressionistic work of animation. Support us on Patreon to help us reach our new goal to sustain the animation archive at Sakugabooru, SakugaSakuga (作畫): Technically drawing pictures but more specifically animation. Western fans have long since appropriated the word to refer to instances of particularly good animation, in the same way that a subset of Japanese fans do. Pretty integral to our sites’brand. Video on Youtube, as well as this SakugaSakuga (作畫): Technically drawing pictures but more specifically animation. Western fans have long since appropriated the word to refer to instances of particularly good animation, in the same way that a subset of Japanese fans do. Pretty integral to our sites’brand.博客。 Thanks to everyone who’s helped out so far!繭是一種令人驚嘆的,宮崎駿(Miyazaki)的培訓工作……
蜂蜜檸檬汽水和Kiyotaka ohata的瘋狂光輝
I had heard Tokio Igarashi was good, and Zenshuu #07 really showed that he is
強制性的請求讓人們觀看更獨立的,替代的動畫
Did you think those were all the animated works that stood out to us? Of course not
Categories: Anime News